Sketching In Hardware 4

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    1 Favorite

    Sketching In Hardware 4 - Presentation Transcript

    1. Online code sharing for ActionScript and physical computing Incentives for web designers and developers Shigeru Kobayashi Sketching in Hardware 4: INCENTIVES, July 17-19, 2009, London
    2. Introduction • Roland Corp. (1993∼2004) – Sound design – Software engineering • IAMAS (2004∼) – Physical computing – Interaction design
    3. Introduction: Gainer GAINER Physical Computing with Gainer GainerBook Labo + Kurukuru Lab (2007 and 2008)
    4. GAINER: Tutorial
    5. GAINER: Cookbook
    6. GAINER: Works
    7. Introduction: Make Magazine (in Japanese) Make: Technology on Your Time Volume 04-07 O’Reilly Japan (2008-2009)
    8. Motivation (as an engineer) • ‘Sketching in hardware’ was not so easy as software: Difficult to implement new ideas in the late stages of development. • Difficult to evaluate ‘new’ ideas using past (old) experiences. • Lack of common language between designers and engineers.
    9. Motivation (at IAMAS) • Concept driven development is not easy for average students who do not have concrete ideas. • ‘Build to think’ method sounds good, but substantial skills are required. • Difficult to teach programming for micro-controllers in C or assembly (easy to get frustrated).
    10. Background: Gainer A toolkit consisting of open-source hardware and software. • Gainer I/O module – PSoC + FT232RL • Software libraries – ActionScript 2/3 – Processing – Max/MSP
    11. Gainer I/O modules
    12. Efforts in the classroom at IAMAS Sketching Prototyping Toolkit Gainer Gainer or Arduino Connection Wired Wired or stand-alone Programming PC only PC and/or microcontroller Material Cardboard Wood Styrofoam 3D printing (ABS) Wiring Breadboard Soldering
    13. Motivations to Funnel Found problems • An I/O module doesn’t cover all user needs, changing between toolkits is expensive • For beginners, it is still difficult to handle real-world inputs • Wired connection narrows ideas during the ‘sketching in hardware’ stage
    14. Funnel? Bill Buxton: Sketching User Experiences (2007)
    15. What is Funnel? • A toolkit for interconnecting toolkits • Covering sketching to prototyping • Intended to be a common language between designers/artists and engineers
    16. What is Funnel? The Funnel development team • Shigeru Kobayashi (IAMAS) • Takanori Endo (IAMAS) • Ichitaro Masuda (Metaphor Inc.)
    17. Interconnections via Funnel
    18. Interconnections via Funnel Supported hardware • Gainer I/O • Arduino (via Firmata v2.1) • XBee (IEEE 802.15.4/ZigBee) • FIO
    19. Interconnections via Funnel Supported languages • Processing • ActionScript 3 • Ruby
    20. What’s new since the last year? • Contributors • FIO • Firmata v2.1 compatible • I2 C device classes • Physical UI classes • Collaboration with ‘wonderfl’
    21. Contributors • Jeff Hoefs – AS3 (I 2 C device classes) – A lot of helpful suggestions • Kazuyoshi Kato – Ruby (Gainer) • Kazushi Mukaiyama – AS3 (I2 C device classes)
    22. FIO v1.3
    23. FIO v1.3 - +
    24. FIO v1.3
    25. FIO v1.3 vs Funnel IO Remixed
    26. Funnel IO Remixed
    27. Firmata v2.1 compatible Proposed suggestions to Firmata v2.1 • I2C REQUEST • I2C REPLY • I2C CONFIG • SAMPLING INTERVAL
    28. I2 C device classes • BlinkM/MaxM • Accelerometer (LIS302DL and LIS3LV02DQ) • Colour sensor (ADJD-S371-QR999) • Digital compass (HMC6343 and HMC6352) • Wii Nunchuck
    29. I2 C device class example List 1 A simple example to use a BlinkM package { import funnel.i2c.BlinkM; public class ArduinoI2CBlinkM extends Sprite { private var aio:Arduino; private var blinkM:BlinkM; public function ArduinoI2CBlinkM() { var config:Configuration = Arduino.FIRMATA; config.enablePowerPins(); aio = new Arduino(config); blinkM = new BlinkM(aio); blinkM.goToRGBColorNow([0, 0, 0]); }
    30. Physical UI classes • Button • LED • RGBLED • Accelerometer • Potentiometer • Servo
    31. Physical UI class example List 2 A simple example to use a button and a LED package { import funnel.ui.*; public class GainerTest extends Sprite { public function GainerTest() { var gio:Gainer = new Gainer(); gio.button.addEventListener(ButtonEvent.PRESS, function(e:Event):void { gio.led.on(); }); gio.button.addEventListener(ButtonEvent.RELEASE, function(e:Event):void gio.led.off(); }); }
    32. Physical UI class example Button events to simplify events in time domain • PRESS • RELEASE • LONG PRESS • SUSTAINED PRESS
    33. Collaboration with ‘wonderfl’
    34. What is wonderfl? http://wonderfl.net • A web service developed by KAYAC Inc. • Build flash online with a web browser – Creating from scratch – Fork from an existing code • Since December 2008, > 9,000 registered users and > 28,000 working examples for AS3
    35. Example 1: create from scratch
    36. Example 1: create from scratch
    37. Example 1: create from scratch
    38. Example 1: create from scratch
    39. Example 2: fork from an exisiting code
    40. Example 2: fork from an exisiting code
    41. Example 2: fork from an exisiting code
    42. Example 2: fork from an exisiting code
    43. What is physical × wonderfl? http://physical.wonderfl.net • A collaboration between IAMAS and KAYAC • Adding physical computing extensions to wonderfl – Substantial chages to the Funnel library – Image up-loader for diagrams – Embed movies to illustrate possibilities – GUI for non-hardware mode • Unveiled on July 18th, 2009 (i.e. today)
    44. Demo: physical × wonderfl • Write code online • Test without hardware • Test with hardware
    45. What users can do • Write • Get feedback • Share • Raise questions
    46. What potential users can do • Try without hardware • Feel the possibilities of physical computing • Learn by using working examples
    47. Questions • How can we bridge gaps between guided studies and real prototypes? • What incentive to engineers can we provide? • How to design social environments for UGD*1 ? *1 User Generated Devices
    48. Project Members • wonderfl dev team – Kazuhiro Hashimoto – Masakazu Ohtsuka • IAMAS wxp project – Shigeru Kobayashi, Masami Hirabayashi, Masahiko Furukata, Nobuya Suzuki – Hoonida Kim (kim-hoonida), Takahiro Miyake, Kazuomi Eshima, Yuma Ohfusa, Leo Kikuchi, Jungun Kim, Kanna Komaki, Kaori Takemoto, Egon Bak, Daichi Misawa
    49. Online code sharing for ActionScript and physical computing Incentives for web designers and developers Shigeru Kobayashi Sketching in Hardware 4: INCENTIVES, July 17-19, 2009, London

    + kotobukikotobuki, 4 months ago

    custom

    380 views, 1 favs, 0 embeds more stats

    The slides for the presentation at Sketching in Har more

    More info about this document

    CC Attribution-NonCommercial-ShareAlike LicenseCC Attribution-NonCommercial-ShareAlike LicenseCC Attribution-NonCommercial-ShareAlike License

    Go to text version

    • Total Views 380
      • 380 on SlideShare
      • 0 from embeds
    • Comments 0
    • Favorites 1
    • Downloads 2
    Most viewed embeds

    more

    All embeds

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories